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* [License] Simplify the Texture license to be pure Apache 2 (removing ASDK-Licenses) With permission of the Facebook Open Source team, we are simplifying the Texture license so that clients can rely on the Apache 2 terms that most of Texture is already covered by. This means that code originally forked from AsyncDisplayKit will be re-licensed from "BSD 3-clause + PATENTS v2" to Apache 2 without a PATENTS file. After getting confirmation that the updates to these core files look good, we'll propagate this new license header to all files (in this same PR) and get sign-off from all parties before landing. * [License] Update all Texture source files to be pure Apache 2. * Changelog entry for Apache 2 license update. * Revert "[License] Update all Texture source files to be pure Apache 2." This reverts commit ffa0fbbba9717d871dd16c4b07539f2f8208fc2b. * [License] Update all Texture source files to be pure Apache 2, maintaining copyrights. * [License] Update CONTRIBUTING, README, Podspec & Dangerfile.
103 lines
2.2 KiB
Plaintext
103 lines
2.2 KiB
Plaintext
//
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// ASPendingStateController.mm
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// Texture
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//
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// Copyright (c) Facebook, Inc. and its affiliates. All rights reserved.
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// Changes after 4/13/2017 are: Copyright (c) Pinterest, Inc. All rights reserved.
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// Licensed under Apache 2.0: http://www.apache.org/licenses/LICENSE-2.0
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//
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#import <AsyncDisplayKit/ASPendingStateController.h>
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#import <AsyncDisplayKit/ASThread.h>
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#import <AsyncDisplayKit/ASWeakSet.h>
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#import <AsyncDisplayKit/ASDisplayNodeInternal.h> // Required for -applyPendingViewState; consider moving this to +FrameworkPrivate
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@interface ASPendingStateController()
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{
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ASDN::Mutex _lock;
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struct ASPendingStateControllerFlags {
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unsigned pendingFlush:1;
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} _flags;
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}
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@property (nonatomic, readonly) ASWeakSet<ASDisplayNode *> *dirtyNodes;
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@end
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@implementation ASPendingStateController
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#pragma mark Lifecycle & Singleton
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- (instancetype)init
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{
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self = [super init];
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if (self) {
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_dirtyNodes = [[ASWeakSet alloc] init];
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}
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return self;
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}
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+ (ASPendingStateController *)sharedInstance
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{
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static dispatch_once_t onceToken;
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static ASPendingStateController *controller = nil;
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dispatch_once(&onceToken, ^{
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controller = [[ASPendingStateController alloc] init];
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});
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return controller;
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}
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#pragma mark External API
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- (void)registerNode:(ASDisplayNode *)node
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{
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ASDisplayNodeAssert(node.nodeLoaded, @"Expected display node to be loaded before it was registered with ASPendingStateController. Node: %@", node);
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ASDN::MutexLocker l(_lock);
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[_dirtyNodes addObject:node];
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[self scheduleFlushIfNeeded];
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}
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- (void)flush
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{
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ASDisplayNodeAssertMainThread();
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_lock.lock();
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ASWeakSet *dirtyNodes = _dirtyNodes;
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_dirtyNodes = [[ASWeakSet alloc] init];
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_flags.pendingFlush = NO;
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_lock.unlock();
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for (ASDisplayNode *node in dirtyNodes) {
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[node applyPendingViewState];
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}
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}
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#pragma mark Private Methods
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/**
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This method is assumed to be called with the lock held.
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*/
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- (void)scheduleFlushIfNeeded
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{
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if (_flags.pendingFlush) {
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return;
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}
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_flags.pendingFlush = YES;
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dispatch_async(dispatch_get_main_queue(), ^{
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[self flush];
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});
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}
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@end
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@implementation ASPendingStateController (Testing)
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- (BOOL)test_isFlushScheduled
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{
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return _flags.pendingFlush;
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}
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@end
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